#math-and-meta

1 messages ยท Page 443 of 1

vast copper
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with 480 lines of sulfur and coal (MK4) :

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Maximum power produced: 19966.7 MW.
133 Fuel Gen

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only 1 pipe of oil ๐Ÿ˜„

paper mauve
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that's exactly what I did with 300 oil

vast copper
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try 600 ^^

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then Nuke

paper mauve
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I don't need the power

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but I'm working on my nuke factory anyways because I've got nothing else to do

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going for 16 fuel rods/m

vast copper
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I aim for 10

paper mauve
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So 40 reactors

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100,000MW

vast copper
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hum 10 runs 50 reactors I think

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with 16 you should get way more, or my tools/maths are wrong ?

paper mauve
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I thought a reactor used 0.2 fuel rods per minute at 100%

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16 / 0.2 = 40

plush dove
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thats 80 ๐Ÿ˜›

paper mauve
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you're right I'm dumb

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So 80 reactors and 200,000MW

vast copper
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^^

paper mauve
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jesus what did I get myself into lol

vast copper
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that's what I tell myself every 2 hours

paper mauve
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I'm almost done with the fuel rod factory so I can't stop now

vast copper
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10 is plenty :p

paper mauve
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been working on it the past week

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got nothing else to do in this quarantine so trying to keep myself busy

lament scarab
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so basically u scaled for double the amount of power, however i dont know how u managed to do that with just 300 crude oil... @ bibee

scarlet marsh
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oil provides a lot of power

spice holly
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diluted fuel alternative

lament scarab
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well i found out that the wiki overview doesnt feature all the alternates
and for the above suggestion i lack
the 3 crude oil to 4 heavy oil
the diluted fuel
and the turbo heavy fuel
recipe (as i only got the normal turbofuel one) - i guess then it would best to just set up a small plant until i get those recipes?

paper mauve
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you don't need the turbo heavy fuel

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just the regular one

scarlet marsh
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i mean even if you get those recipes

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the process is many steps and long time to build

paper mauve
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took me a week of at least 4-6 hours a day

spice holly
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iirc the turbo heavy fuel is worse than the original one.

paper mauve
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it is

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for this method at least

spice holly
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cos you want to convert the heavy fuel to fuel first using the diluted recipe

paper mauve
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yep

lament scarab
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well, its the only thing i can do atm, as my power grid crashes when i try to use trains

oblique hollow
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build more gens lol

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a single train needs (together with stations) needs around 210 MW

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thats only for : 1 locomotive and 2 train stations

lament scarab
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so u would recommend to wait until i have more of the alt recipes?
(i built the train system with 2 stations and 2 locomatives)

oblique hollow
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how many freight platforms per train station

lament scarab
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3

oblique hollow
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thats 2*(50 + 150) for 2 stations +( 50 -- 220 )MW

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so 620 MW

lament scarab
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wow... thats expensive

oblique hollow
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thats like.... 4 fuel generators

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and a little extra

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so 60 mยณ/min of fuel (and a little extra, maybe a coal generator)

spice holly
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perhaps you expanded too fast and need to work on your infrastructure first.

oblique hollow
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what is your power source

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coal? fuel?

lament scarab
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perhaps you expanded too fast and need to work on your infrastructure first.
probably a good idea, i just thought about overclocking the refineries to 200% and slap 8 more fuels next to it xD

oblique hollow
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dont overclock refineries

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just build more

lament scarab
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8 coal and 8 fuel, though i only have 1 250% water extractor so only 6 working coal gens

oblique hollow
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why the heck dont you use another extractor

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instead you just overclocked the first one?

paper mauve
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power requirements grow exponentially for overclocking so that might be part of your power issues

lament scarab
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well, the short answer is that the pond next to the coal node barely even fits one water extractor :x

oblique hollow
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then find another pond, where are you even at?

lament scarab
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normally i just overclock nodes though @ fractalsauce

spice holly
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8 coal and 8 fuel is indeed low

lament scarab
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hey, im just a few hours in

oblique hollow
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actually in my opinion, screw coal once you get fuel. its twice the effort to set coal up for half the price

spice holly
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don't get me wrong, i'm not judging you, just giving you my opinion.

lament scarab
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its fine xD i mean im basically breaking the fuse 24/7

spice holly
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i would triple that coal gen number into 24 before touching train.

oblique hollow
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thats a very bad sign lmao

spice holly
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and generally what you want to do if you don't have enough water near the coal is to bring the coal to where the water is.

paper mauve
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^

spice holly
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8 coal gen means you're only getting 120 coal/min from that node. what purity is that coal node?

lament scarab
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well, u have to imagine that at the moment when i build the coal plant i didnt use any map tools

oblique hollow
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why do you only have 8 fuel gens, a single oil node is seldomly alone

lament scarab
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as u can imagine, when i set the oil plant up i was low on power, so i couldnt rly afford any automation of the parts xD

oblique hollow
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bruh just kickstart the refineries with a biomass burner

lament scarab
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the problem was not the kickstarting

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it was getting the components to build the refineries

vast copper
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so basically u scaled for double the amount of power, however i dont know how u managed to do that with just 300 crude oil... @ bibee
@lament scarab hey sorry, was in game, all good now with the alts ?

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this is the killer Alt for ultra cheap oil based products

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with this alt you can do everything on a massive scale with only a couple of oil nodes

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I get all the turbofuel + nuke + 60/m turbomotor to sink with 4 oil pipes :

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that's my current roadmap btw ^^

lament scarab
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everything clear now, thx a lot
just 1 more question, that planing tool looks awesome, which one is it?

paper mauve
dull shard
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Hey
Can someone tell me how much nuclear fuel rod are eaten /min ?

paper mauve
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0.2/m at 100%

dull shard
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You're so fast โค๏ธ

paper mauve
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lol

vast copper
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guys, will this work properly with 300 in each of the output pipes ?

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the fluid mecanic is quite advanced so I'd like to be sure before repeating this 32 times lol

spice holly
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yes

fierce ruin
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@vast copper image resolution is garbo, fix pls

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on the chart

paper mauve
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he'd have to zoom in and take multiple screenshots and stitch them together

fierce ruin
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i cant readit bibeeeeee

dim thicket
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Hmm. I wonder how specifically pipe mechanics do.

bleak cobalt
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from what ive tested with pipe mechanics every pump reaches 20m higher

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and if you have a section in between two higher points it doesnt matter as long as a pump earlier on the pipe covers that height

vast copper
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I was asking for the flow not the height ๐Ÿ™‚

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so 5 extractors = 5x120 = 600 water/min split in 2 pipes of 300 each, I was just wondering if the 3rd extractor in the middle will indeed split its 120 water 50/50

bleak cobalt
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it theretically should

vast copper
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is there a way to check this in game ? ๐Ÿ˜ฎ

bleak cobalt
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but if one side has a greater demand then it will divert more water to that side then the other depending on pressure requrements

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yes

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set up a end point that has each end travel a equal distance over flat terrain

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then if each end pipe fills equaly then yes its splits 50/50

vast copper
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maybe I can put 2 liquid containers and compare their flow when filling up

bleak cobalt
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that is also a good idea

vast copper
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let me grab the material and check I'll let you guys know

bleak cobalt
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okay

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we will be waiting

vast copper
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alright hooked up

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let's see

bleak cobalt
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i dont mean to sound mean, rude or harsh in any way

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did you make sure that each pipe was the same distance to the containers?

vast copper
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I let the inequal part (before the bridge) fill up, then reconnected the long pipes from where everything is equal

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it seems to be capping at 292

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on each container

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292 in each pip

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I'll re test with 2 pumps and empty pipe network

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the containers fill up at a 294 rate with the pumps

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the drop in flow rate occurs in the last long pipe segment

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ok 3rd test : I emptied only the fluid buffer, and now they both fill up with 301/m

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so this setup seems to be working as intended : 5 extractor to 2 pipe = 2x300/min

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success ! and now to the manual copy pasting ! ๐Ÿ˜„

spice holly
vast copper
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12 or 13 I think

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your vertical foundations are already 10m (4+4+2), + the support which prob 2m

spice holly
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but it also start with a support on the btm as well, no?

vast copper
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I agree, but the system is tricky, I tried counting walls and stuff it's always more than I counted

spice holly
vast copper
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well you're good to go then no ? ๐Ÿ™‚

spice holly
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cos the rest of the systems is on the same level with the floor in the first pic.

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no, the point is i shouldn't have to use pumps since it's 10m from the extractor.

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i kinda design it to be exactly 2 1/2 walls up.

vast copper
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so what seems to be the problem ?

spice holly
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i just told you what the problem is, it's ok if you don't understand the problem.

vast copper
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so the problem is you count 10 and it shows 8.9, right ?

spice holly
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yes, but you can see from the pic, that the output of the pump and the top is nowhere near 8.9m

bleak cobalt
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its might be a code thing to where it starts from the center of the pump instead of the ends

spice holly
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could be, but i still doesn't understand why i need pumps in the first place.

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w/o the pumps, all the pipes at the top would be like 3/4 full

vast copper
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yeah it happens to me as well

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That's a lot of water lol, good job most oil is next to water
@sharp wind Wanna see what 160 extractor look like ? XD I'm just done building them, now I'm gonna pipe them all :p

sharp wind
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@vast copper oh go on then, make me regret wanting to take everything

vast copper
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I shared a screenshot last night in the screenshot channel I'll share another later today ๐Ÿ˜‰

glacial hemlock
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Love the diluted fuel recipe.

sharp wind
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So much power and water though lol especially if you go with the pure ingost too

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ingots*

clear gulch
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Why tnt is so good

torpid hatch
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Anyone know if fuel generators are bugged? They seem to be using almost no fuel at all

sand garnet
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it scales according to demand

torpid hatch
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Right

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Thanks, totally forgot that

vast copper
glacial hemlock
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There is a large water body on top of a rock, very good head

vast copper
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Yeah I thought about it, but I like the view of the cascade ^^

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and it's too small ^^

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I'm using 10x the area here just with the extractors

clear gulch
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@vast copper 1 pipe is 300 m/s (2.5 pumps) is it 5 in 1 pipe or im blind?

upper roost
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Hey guys, I got an alternative recipe for steel and made a %100 efficient 12 foundries. But now I am struggling to get into next step. I got an alternative recipe for Steel > Rod, how can i handle the distribution for Pipe - Beam and Rod? ๐Ÿ˜„

lament scarab
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idk if it helps, but for small setups i usually use 2 foundries (2*45=90 steel), u can then combine them and split them into 1 constructor for beams and one for pipes (30 and 60 steel/min or the other way round, cant remember rn)
else u can go for 4 foundries to produce 180 steel, which u can then either use in 3 or 6 pipe factories i guess

upper roost
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I am making 720 steel p/m

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But I don't know what would be the next step.

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My brain is stopped after making those ๐Ÿ˜„

lament scarab
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well
the production chain is as follows:
steel -> steel beam -> encased industrial beam
steel -> pipe

the ratio in which u want pipes lastly depends on ur liking

i personally like having a bit of an overflow of steam beams before i craft them into industrial beams

im taking the numbers out of my head
an assembler uses 24 steel beams/min for encased industrial beams
as a constructor creates 15 steel beams/min from 60 steel
for 1 assembler of encased industrial beams u would need 2 constructors, and for those constructors u would need 120 steel/min
however u cant reach 120 with 45*x so u would probably need to go for 360 steel into 6 constructors for 90 steel beam per minute
with those u could then feed 3 assemblers with 72 of those steel beams
you then have 360 steel left for just pipes and steal beam, u can split those up to ur liking i guess, those are subsetups that u can combine to always use 100% of foundries
2*45 -> 90steel -> 60steel + 30steel -> 15beam + 20pipe
4*45 -> 180steel -> 3*60steel -> 3*45beam
2*45 -> 90steel -> 3*30steel -> 3*20pipe

hopefully i didnt do any typing mistakes with the numbers

vast copper
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@vast copper 1 pipe is 300 m/s (2.5 pumps) is it 5 in 1 pipe or im blind?
@clear gulch 5 in 2 pipes, let me zoom in for you

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2.5 extractor per pipe for a full 300

clear gulch
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understood

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5 x 120 = 600 and 600/2 = 300 in 1 pipe

scarlet marsh
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@vast copper do you use any mod for that like area action?

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or just hand place everything?

vast copper
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AAM doesn't work with belts, pipes, extractors, power cables, pipe support etc...

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so it's titan handwork man ^^

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laying down the foundation was nothing

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I'm here now;

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A lot of temp building to measure things evenly etc, but the piping takes AGES ^^
My main mega base is heavily inspired by Kibitz, I had no idea how to start. and the building in the background is a compacted coal factory, I'll show more later if you want :)
But the 19200 water infrastructure is omg ...

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I placed the 160 extractors by hand manually all yesterday PM, and this is probably what I'm the most proud of so far ... They are pixel perfect in terms of alignment and no mod/trix used, just super low sensitivity mouse and probably 6 hours ^^

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rn I'm at the whole in the grey wall, figuring out pumping up all the water :p

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For me this is waht the game is about, in my last playthrough I finished T7 too fast, so now I want to take my time and build on a much much larger scale, but always purposefully, towards a defined goal, so for ex, I'll only have 2 iron miners for everything I'm going to produce

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I'd love to share so roadmap in a more readable way, but there's now way so far to extract a project from Daniel's calculator

scarlet marsh
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wow

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yeah my factory is at the pt in the game where you go massive

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and i just stopped playing

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im too lazy to actually hand place that many - im hoping area action improves

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but damn good work dude

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so what is the water for?

vast copper
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everything, let me show you the Alts I'm planning to use, most use water

scarlet marsh
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pure ingots/fuel/al refinement i guess?

vast copper
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yeah

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and this is not including the water needed for running nukes ^^

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I'll source the water locally where I'll build the reactors far far away

scarlet marsh
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damn thats crazy

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damn thats crazy

vast copper
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but damn good work dude
@scarlet marsh Thanks man ๐Ÿ™‚

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Just to give you an idea:

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280 refineries just for copper ingots, and this is the most efficient way to make copper

scarlet marsh
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wow

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your really going big

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probably take at least a month or 2 to get that tree completed

vast copper
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yeah, but with the pandemic, it's easy

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the game is amazing, Update III is a blast, and I really love what how they revamped the desert biome, it's full of little secret places and the area near the cascade is gorgeous ^^

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the game is really awesome for me

scarlet marsh
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yeah i can do the small projects

vast copper
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building on this scale with the challenges I want for myself (realistic look, no clipping, no floating) everything becomes a challenge : for the water tower, I need 64 pumps every 20 meters, the wiring with MK2 stuff means 16 power poles per pump floor, and I have to squeeze all of this on 1 tile :p

scarlet marsh
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just fine but when it gets to laying down 100 refineries or something

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the monotony makes it not fun anymore for me

vast copper
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AAM can help break this, you can get your 100 refineries in a clic, but then it's the belting/piping/power etc that's super tidious, but I break things up in manageable chunks, and try to move forward with satisfying results

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like my water project : I'm building the tower now instead of piping the thousands of pipe support to do something different, and I'll get back to piping later on

left flame
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Ok numberporn people a Question, this sounds like a school maths problem I thought I would never need!

I have 3 stations, each with 3 platforms, each suppled by 2 maxed out belts of quartz. I need to get this back to my main base.

do I
A: send 3x trains with 1 carriage to all 3 stations then back to my central depo
B: split the 2 belts into 3 and send 3 trains to only 1 station each then back

wind spade
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C: make a transfer station somewhere (based on where the 3 stations + your main base are located), have 3 trains delivering the quartz to the transfer station where it is picked by a larger train that delivers it to main base

woeful skiff
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I think we could come up with a system of equations for this but in order to solve them we'd need to know how long it takes the trains to make the loop (plan A) versus how long it takes each train to do it's leg in the hub/spoke topology (plan B). I'm going to consider plan C extra credit since it was not part of the question ๐Ÿ™‚

fluid berry
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D: not use trains at all

wind spade
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D is a bad option

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trains are awesome and save you so much belts to build

fluid berry
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i agree with the latter, but they are definatly not awesome (yet)

wind spade
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why not?

fluid berry
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they are ok, for single lines, but i wouldnยดt wanna build a complex system

oblique hollow
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its only as complex as you think it to be

wild totem
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I wish the train track was better to lay down, i hate how it auto turns,

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even on foundations it can be a pita

fluid berry
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and not having them save you the "nightmare" of thinking about how much you need.

oblique hollow
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how much you need what

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material? power?

fluid berry
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trains, cars, stations

wild totem
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ive only done point to point trains, i havent tried building a network yet lol

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circuit, w/e

wind spade
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yeah just A <-> B trains are the best

fluid berry
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upgrading them also seems tedious, more cars, more locos needed

wind spade
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much easier than building extra belt tho

oblique hollow
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upgrading anything is tedious, what did you expect

wild totem
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upgrading belts are the worst.... im on mk5 and im pretty sure i still got some mk2 or 3s running

fluid berry
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its a bit of work, more or less. i meant it saves you from thinking if the locos pulling the train that now has more cars. will it be enough, will it effect loop time etc.

wild totem
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and i dont bother upgrading my trains if ive already built a 6 car train, i just build a whole new train line lol

oblique hollow
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just plop down a loco every 9 or so cars

wild totem
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ive always ever had just 1 loco on the front and back pulling cars

oblique hollow
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im sure theres a general rule

wild totem
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but ive never had more than 6 cars on 1 train

oblique hollow
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just remember: the longer the distance the more cars you need

wind spade
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just build your trains bigger from the start ๐Ÿ™‚

oblique hollow
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90% of the time people really only have troubles with their trains if its either a double headed train or they didnt take the direction of the train station into consideration

fluid berry
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i just dont like them, the non collision, lack of signals. it might be more work to belt everything, but building the actual factories is alot more work

wild totem
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yeah when i was playing with the trains on experimental took me a while to figure out how to put the stations

fluid berry
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and i dont have to worry about belts not working

oblique hollow
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if you have the choice between a kilometer long belts and a train, the train is mostly the better option. belts affect the performance a lot

wild totem
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having a 500 km belt line seems to affect performance tho

oblique hollow
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and a train is honestly easier to upgrade than a belt

fluid berry
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im at 45km belt and most of it is close enough. iยดll think about it once the real endgame is released. for now i canot do anything more than prepare a nuclear plant.

oblique hollow
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in your case i also wouldnt use a train. they really only shine at long distance transport

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just like you wont use trucks for a 20 m haul

fluid berry
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i like NW desert, it feels so central

oblique hollow
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im a the grass field and transport oil based products via a single train line over from the lake region

wild totem
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my base is totally spread to fuck lol what website is that

fluid berry
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i could use a train for crude from the south and maybe sulfur and coal from the west. but the steel is made from the coal above the waterfall from the middle and directly converted into pipes

oblique hollow
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the satisfactory calculator

fluid berry
oblique hollow
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you can load save files and view and edit them on there

fluid berry
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it looks abit weird, but its all a single grid ๐Ÿ˜„

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well, 99% of it

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i like sharp corners

oblique hollow
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are those coal plants?

fluid berry
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on the top right, yes

wild totem
fluid berry
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i havenยดt bothered to disconnect coal power yet, see if fuel runs smoother
more like the rubber, for now it tends to backup on fuel
but there is barely anything running, not even sinking elevator stuff for now, since im reworking oil

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Hah, i have 9km of transport tube. just out of boredom expanding it to new corners that i never touch after HD collection

wild totem
oblique hollow
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yeah, i definitely would have slapped 1 or 2 trains in there

wild totem
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the pink lines are trains

oblique hollow
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whats being mined at the top right?

wild totem
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sulfur crystal

oblique hollow
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or better said: middle top

fluid berry
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you need that much sulfur? i think you got the 2 north and south of grassland too?

wild totem
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i just mine it and store it if i need it i got it lol i only got 2 mk3 miners working the crystal/sulfur

woeful skiff
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You do not appear to be mining quartz.

fluid berry
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i havent even touched mk3 miners, since Mk5 belts are too slow to really make use of them. maybe no non pure nodes, but i dont really use much of those

wild totem
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it's up by sulfur the top middle

woeful skiff
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ah

wild totem
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and yeah there's some closer but its the first one i found hence why its there

woeful skiff
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yea I was about to say you could've found one further away in the desert ๐Ÿ˜„ but then I decided not to be a dick ๐Ÿ™‚

fluid berry
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there should be 2 pure quartz node where the dead end in the middle is

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in a cave

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i dont think i need trains yet. the belts from the right are a bit much (coal, sulfur, quartz), joined in the top middle by 3x480i/m steel tubes. bauxite comes from the red forrest behind me (steep climb for trains)
Oil could be on trains, since its single "item"

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but if you builds towards your base, distances for finished items get shorter. im about to join some platforms to get rid of the transport tube going zigzag across it ^^

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but i would go for trains in grassland start i thinkr, since you have less pure coal/iron around. oil should be about the same distance

dim thicket
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Desert is great for no trains. Still used one for quartz anyway

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Sulfur is a little far away too

rough phoenix
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I have 3 mk1 miners, looking to make iron to smelt into rods, plates, and screws. idk how to read the calculators.

dim thicket
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If you're early game, forget the calculators. They're mostly for late game people who want to optimize everything

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Everything is in pretty simple ratios, and you're likely not able to move product at over 60parts/minute

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@rough phoenix You can, more or less, put one input to one output. It's not fully efficient, but you shouldn't care as long as you're making products. Clean it up as you advance.

rough phoenix
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ok

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I was just trying to do it early so that I didn't have to do it again later xD

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@dim thicket

dim thicket
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As you get better at the game you'll find the best ways to do everything. My suggestion is to experiment. You'll also get upgrades that kinda force you to rebuild

spice holly
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you'll just get overwhelmed with the amount of information you get.

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with alts and what not, you're def going to rebuild some stuff

dim thicket
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The best base is one that allows you to change stuff quickly

rough phoenix
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Thatโ€™s true

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My first 50 hours got lost a when I did a computer reset a few months back so I was trying to make it back quick and have been trying to make it really effective to where I didnโ€™t have to rebuild for awhile.

boreal cypress
unborn ermine
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๐Ÿคข

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Thats 360 100% clocked extractors

boreal cypress
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uff

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why 360?

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nuclear use 300mยณ per minute

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oh wait

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jeah u are right

unborn ermine
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144x300 / 120 Or if you wanna slug it up to 150, 288 extractors

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Either way its nasty

boreal cypress
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nah cant use 150. only have a full 780 line of uran

unborn ermine
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Oh no, I mean extractors, 2 per pipe

boreal cypress
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ah okay
no :D can use 5 extractors for 2 300 pipes

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that will be a huge pipe work .-.

unborn ermine
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I know I would just want to simplify it at first somehow, I hate placing them. ยฏ_(ใƒ„)_/ยฏ

boreal cypress
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had a lot of pipes for aluminium ...

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RIP my day xD

unborn ermine
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Though, using slugs... I cant remember if its exactly 1 slug for 1.25%

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(150mยณ)

boreal cypress
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cant i just use 3 power shards for my water pump to get 300 mยณ?

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so just 144 extractor

unborn ermine
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Its possible, but iirc they can be funky when feeding nuclear plants if its just the pipe.
Dont quote me on that, its what I remember reading on here. ๐Ÿ˜›

boreal cypress
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what means iirc?

unborn ermine
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If I recall correctly

boreal cypress
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thanks :)

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i go to sleep... played 12h just for the set up to buil Nuclear Fuel Rods xD

#

Maybe tomorrow im getting into nuclear xD

unborn ermine
#

I know I would just build the rods and sink them just to say I did it and have that under my belt ๐Ÿ˜›

#

g'night

boreal cypress
#

i already sink them xD they are very worthy :D

vocal sundial
#

According to the math title..
Has anyone ever strugglet with the Reinforced plates/Iron Rods to Modular Frames proportion? (Error 404, no better english word found)
I struggled because I had 6 Assemblers producing 5 reinforced Plates each/min and 10 Assemblers eating 3 of them/min. That eaquals 15.. I were happy.. but splitting from 5 by 6 to 3 by 10 is a pain in the rear bumper..
Same with Iron Rods (15/min out of 8 to 12/min in 10).
I found a somewhat solution in the internet but it almost took a whole floor of my building to level it.
Some more simple solutions here?

wind spade
#

yeah, don't do exact splits, use manifolds

#
--S--S--S--S--S--S--S
  |  |  |  |  |  |  |
  X  X  X  X  X  X  X
boreal cypress
#

yes. round the numbers up ... if you need 9 per minute and your machines are giving you 4 per machine... get 3 machines which produce 12

#

oh you mean that :D

vocal sundial
#

@wind spade the problem there was/is that it splits into 1/2 each.. so first one gets 1/2. second 1/4. third 1/8.. and so on.. because I had the rods being filled in counterwise it lead to only the middle machine working properly..
In my opinion this is not a great solution.
But that you anyway!

wind spade
#

after the first machine gets filled, the next machine gets more items

#

that's how it works

vocal sundial
#

What bugged me was that the total numbers fit just perfectly.. And I'm really a guy who's facing perfection in this game.. even my spaghetti doesn look like xD

wind spade
#

in the end, you'll get the same efficiency as if you did exact splits (after most machines are filled)

#

but you don't have to worry about doing exact splits and also you can extend this easily later

vocal sundial
#

beacuse I fit them with a 1 to 1 ratio, its not gonna fill up without a loss of material and time..

boreal cypress
#

if you want to split everything have fun with aluminium and nuclear

wind spade
#

how much time did you spent coming with the balancers that split by exact numbers? ๐Ÿ˜›

#

and yes, you lose some items, but we have infinite resources, so who cares? also, yes, you lose some time, but that can be avoided by just prefilling the machines

vocal sundial
#

@boreal cypress damn, now I'm not that excited ๐Ÿ˜„ I'll see how it'll work out..

wind spade
#

and finally - in the time you're waiting for it to fill up, you can as well continue building, so it's not really wasted time

boreal cypress
wind spade
#

if you want to know how long would it take for your setup to start working on full 100%, feel free to use my tool for calculating that https://satisfactory.greeny.dev/machine-fill

vocal sundial
#

@wind spade Yeah, you're right. it wont matter.. but in my mind its chewing on me.. because I know its not working most efficient ๐Ÿ˜„ ๐Ÿคฆโ€โ™‚๏ธ
Sorry for that.

And time.. lets say a few hours at least with planning and building

wind spade
#

yeah. Compare that to a few minutes spent building manifold ๐Ÿ™‚

clear citrus
#

Oh good, greeny's not dead

wind spade
#

why would I be dead?

boreal cypress
#

its only not 100% efficient in the first minutes, but after 5 to 10minutes its mostly 100% effiecient

stark lichen
#

greeny pops in to tell people to make manifolds and not to bus

vocal sundial
#

@wind spade wow, thanks for that link! I'll use it for sure!
And the thing with the time.. I had fun ๐Ÿ˜„

clear citrus
#

Well mostly that's just something I say when I don't see someone for a while

wind spade
#

yeah, there's corona and stuff, but I didn't come out before corona, so why would I come out now ๐Ÿ˜„

clear citrus
#

Because I'm me, I guess

vocal sundial
#

@boreal cypress thats awesome! where is it on the map if I might ask?

boreal cypress
#

Manifold also saves a lot of space and you can add or branch off something, which is not possible with the other method

wind spade
#

I'm a developer, we're locked in a basement and we never see light or other people other than pizza delivery guys ๐Ÿค”

boreal cypress
#

@vocal sundial west coast oil

vocal sundial
#

@boreal cypress alrighty

clear citrus
#

And it's good because I'm still waiting for your consumption calculator update ๐Ÿ™ƒ

boreal cypress
#

@vocal sundial need the Water for 144 nuclear power plant ... one power plant is consuming 300mยณ so ...

wind spade
#

I'm still working on it

vocal sundial
#

so, one pipe ๐Ÿ˜„

wind spade
#

though now withthe current situation, I need to work more for my regular work and that leaves me less time for personal projects

clear citrus
#

Corona makes you have to work more?

wind spade
#

(fiancee lost a job so we need to live from one salary before she gets a new job, which is close to impossible in these times)

boreal cypress
#

no 144 pipes xD

vocal sundial
#

yeah, one pipe each xD

toxic flax
#

Make manifolds. Prefill machines.

#

Words to live by.

#

I do the same with my mergers, at least up to the capacity of the current tier of belt I can make.

clear citrus
#

Prefilling actually makes the delay longer I think. Because those first outputs that would have backed up while waiting for the others start getting consumed and dont back p

#

You skip the delay with some early product, but then the delay is longer

toxic flax
#

Nah, not if you got an indy storage right before to fill up.

#

Then you start filling down the line as you go.

#

first machine, second machine, third machine, on down the row till you get to the last machine.

vocal sundial
stark lichen
#

i just let greeny's calculator do that for me

#

if it was updated!

clear citrus
#

Shade

vocal sundial
#

@stark lichen when I made this I did'nt know it existed ๐Ÿคทโ€โ™‚๏ธ

wind spade
#

I'M WORKING ON IT

#

๐Ÿ˜„

#

it's HARD

stark lichen
#

pfft, you just need to update some numbers, that's all

clear citrus
#

And add all the new water things

vocal sundial
#

@stark lichen I'm not quite sure that it is taht easy ๐Ÿค”

wind spade
#

multiple product recipes?

vocal sundial
#

*that

wind spade
#

that's rewriting 80% of code

#

everywhere was assumed that a recipe has single product

stark lichen
#

Satisfactory is all about tearing down your old stuff.

#

Even calculators.

vocal sundial
#

jeez, but some people have to work ๐Ÿ˜„

wind spade
#

yeah. Don't worry, I'm working on it. I even have a semi-functional version. I just want it to be good

clear citrus
#

Really? I would have thought that was the easiest part.
Is it not just like, find the part of you code that says "1 refinery spits out 10 plastic a minute for 10 oil" or whatever and just add "and 10 cubic meters of hor".

Except in code speak.

stark lichen
#

Please! I am running out of napkins to do all this math. I need to save paper products.

clear citrus
#

Do it in your head

#

Or on a calculator

wind spade
#

well that's easy, yeah. The issue comes in when you want to use the byproduct in the same production chain. And another issue appears, when you have alternate recipes, where you need to decide which one to use based on the byproducts (and efficiency, etc.)

clear citrus
#

Like an actual calculator

wind spade
#

if you open old version, you'll see that you can have alt recipe picker. But you pick alternate recipes to use for the product. However, some recipes now produce multiple products, so you can't really put alt recipe picker there in the same way

#

I'm trying to explain it simple, but if you want advanced stuff and technical details, I can discuss it and show you why it's not so easy to do

vocal sundial
#

On what platform/what language do you write all of this?

wind spade
#

original calculator is plain javascript + angularjs + some other minor libs.
new calculator is being written in TypeScript from scrach, uses angularjs as well (and is/will be opensource)

clear citrus
#

Well you know how a disabled ingredient, the calculator just makes a little box saying "bring this in"?

You could do that (in reverse) with byproducts.

If a longer chain needs it's own byproducts, have the machine that makes it spit it out to a box, then later in the chain where it's needed have an in box.

That way you never have to worry about byproduct produced numbers in your calculator's chain.

Would that be easier?

wind spade
#

easier? yes. produce good results? no.

#

I'm trying to make a tool that finds the BEST way to do stuff, not the easiest

vocal sundial
#

@wind spade thats pretty nice. I just thougt of writing some stuff in java, but I think it exceeds my qualification. But with all the freetime I have, maybe. 2 semesters of java should be good for something, right? ๐Ÿ˜„

#

@wind spade thank you for all the work and effort put into this!

wind spade
#

also, how would you handle in your case, if a byproduct wasn't available in enough quantity? e.g. HOR, which doesn't have a recipe on it's own and is always produced as a byproducts of something

#

how would you decide which way to use to get HOR?

clear citrus
#

Actually there is a hor recipe ftr

#

And a resin one too

#

I've seen resin was told about hor

wind spade
#

well there is one, but it's an alt

#

what if user has that alt disabled?

clear citrus
#

Well, say a chain needs hor and plastic.
Those demands won't require the same number of refineries, so your calculator shows the one that needs more of them.
The one the calculator is showing at full use is shown going to the next machines, the ones that's being overproduced because you needing enough machines goes to the outside box. Then later in the chain where it's needed it has the incoming box. The incoming box being a smaller number tells the user they need to sink excess.

toxic flax
#

btw, greeny, if you're the one who made the calc, thanks a ton.

clear citrus
#

I know little about code though I'm just theorizing

#

Naturally a chain that doesn't use it's own byproducts just ends it at the outbox

wind spade
#

@clear citrus example situation:

user requests 60/min turbofuel with Turbo Heavy Fuel and Compacted Coal alts only, all other alts are disabled
turbo heavy fuel requires compacted coal (that's easy) and HOR. How do you get the HOR? You have only two "vanilla" options, rubber or plastic production. Which one does it pick? Why?

clear citrus
#

Rubber because it makes more

wind spade
#

how do you compare "making more"? here it's kinda simple, but there are lots of other cases where it's not that clear

#

you can "make more", but use way more resources in the process

#

or produce more useless byproducts/products

#

what if similar decision was to be made in multiple places? They both have effect on each other (since they can use their own byproducts)

#

you can't just decide what's the best without looking at the whole production tree

#

and you also need to specify what's "best"

#

is it better to produce 9 wire from 5 iron ingots or 2 wire from 1 copper ingot?

#

that's a subjective question, depends on user's priorities, resources, etc

#

that's not something that a tool can decide without additional input

#

(and if it does, then it's not an objective tool, which I'm trying to avoid)

clear citrus
#

Don't you already account for that with the option to disable recipes

wind spade
#

what if user has both recipes enabled? (iron wire and copper wire)

clear citrus
#

Consumption calculator, cough, also does that because I get to say "I only have iron"

wind spade
#

yeah but that's the additional input

spice holly
#

would a tick box saying "use weighted value for resources" work?

wind spade
#

@spice holly something along those lines is planned, although much more than just a box

spice holly
#

the weighted value would then be compared to the number of nodes available in the map, so in this case, copper would have a higher weighted value.

#

ah, i c.

#

i can see it being complicated and what not, especially with the loop setups, like what you need to do to get 3 rubber/plastic from 1 oil.

wind spade
#

yeah the loops are one reason why I can't use the "go from product to starting resources" type of process, like I did before

clear citrus
#

I honestly think it might be best to not worry about chains using their own byproducts. Just having the chain run through the line of resources that get fully consumed, with the other resources that are made in excess being sent out to and in from "sidebars".

wind spade
#

yeah but it's not always that you have extra of the byproducts

#

as I said, you sometimes need more of the byproducts than you can produce

#

also with that approach (impossible btw, since loops are there), you're abandoning the better ways to make stuff

clear citrus
#

Oh I'm not limiting the sidebar to the technical byproduct as the recipe shows

wind spade
#

like fuel from the rubber-plastic cycle

clear citrus
#

The sidebar is whichever half of the recipe you make too much of when making the other half to exactly what's consumed

wind spade
#

sure but then again there's the issue

#

you need e.g. HOR

#

and you need to choose a way to get it

clear citrus
#

H.o.r is really not the best example because making rubber produces twice as much as making plastic

boreal cypress
#

what is HOR?

wind spade
#

how's that relevant tho?

#

you produce plastic instead of rubber

#

HOR = heavy oil residue

#

you don't know if producing plastic is better/worse than rubber

clear citrus
#

If what you want is hor, producing rubber is better

wind spade
#

but what if somewhere in the chain was plastic required?

#

then producing plastic would be better

#

what if there's some plastic required, so the best way is to produce some plastic and some rubber?

boreal cypress
#

thanks for HOR :D

clear citrus
#

I already talked about that. Both plastic and hor are needed, calculator shows how to make exactly enough if the one less is needed of, and send the other too the side to be brought back in

wind spade
#

then we again end in the loop. To resolve situation A (if to produce plastic or rubber as a byproduct), we need to have every other situation resolved to know how much of each resource do we need. But situation B may have two options, where one option needs plastic and the other doesn't

clear citrus
#

That's a matter of what the player told the calculator to make, no?

wind spade
#

well a player can say "I have all alts", so the tool will have all the options

clear citrus
#

No I mean like, they plugged in their desired output in the first place. Turbofuel or computers or whatever.

#

So they calc knows if they need plastic or not

wind spade
#

well, no

#

because you can make them in a multiple ways

#

you can use some alts, you can ignore others

#

or even mix them

toxic flax
#

Perhaps optimize based on user input? Ask the user what they want to optimize by?

clear citrus
#

Most users don't know

#

...many. many users don't know

spice holly
#

the point of calculators is so that it can optimize the stuff for you.

wind spade
#

@toxic flax I already have most of the solution in place, that's not the issue. What we're discussing is why @clear citrus's solution won't produce best results (and will also break in some cases)

toxic flax
#

Ah, ok.

woeful skiff
#

Most users don't know
@clear citrus ha, and you said you knew little about coding

clear citrus
#

I mean I just, I don't see it.

If some users production line, with the alts they said they have needs hypothetically 3.5 machines worth of hor and 3 machines of plastic, your calculator shows the hor go from them to the next machine, and the plastic goes off the the side to show what you're getting from 3.5, then a different line in where plastic is used shows the smaller number actually needed, so they know they'll get too much.

#

Oh I just had an unrelated thought

#

What might be a nice feature for calculators is separating input if a single resources to separate inputs, based on either node outputs or belt speeds.

Like if a line needs 330 ore, show a 240 and a 90. Or for Mk.3 belt limit 270 and 60.

#

Personally I'd vote for node based over belt based

wind spade
#

@clear citrus it's super simple.
You have a lot of options for every "step". Let's try computers.

Computer has 3 recipes. Vanilla one, Caterium computer and Crystal computer. At this point you need to somehow decide, which one do you want to use. User has all the alt recipes, so he just wants the most efficient one. How do you pick which recipe is the best?

clear citrus
#

For the production calculator?
You want to minimize each resource used. The combo of alts that nets the smallest iron, smallest copper, smallest quartz, smallest caterium, smallest oil.
Like the total raw resources in. The combo with the smallest total.

wind spade
#

there will be just one calculator, they won't be separated anymore

#

how do you count byproducts into that equation btw?

clear citrus
#

Does that or does that not still let me say "I have this much raw I want to use" and work bottom up or will yours be limited to top down like the others

wind spade
#

it will hopefully/eventually have all the features combined and much more

clear citrus
#

That's why you da best

wind spade
#

so you're assuming all resources have the same weight

#

for some people, it's more important to save on oil than on iron

clear citrus
#

No, but the weighting is subjective

wind spade
#

and you still haven't answered my question :)

how do you count byproducts into that equation btw?

clear citrus
#

So you can't put weighting in your calculator that will make everyone happy

wind spade
#

I can and I already did ๐Ÿ˜‰

clear citrus
#

By letting them define it themselves, you mean

wind spade
#

exactly

clear citrus
#

I talked about byoroducts before. The half of a recipe made in excess goes out to and in from sidebar.
Which recipe is used is still about minimizing raw, or maximizing final output, depending on which way we're working

wind spade
#

but how do you weight byproducts

clear citrus
#

(casual self conscious plug again about me talking theory while not knowing code)

wind spade
#

because it's different if you produce 20 plastic/min only and if you produce 20 plastic/min with some byproduct e.g. 10/min

#

the other option being subjectively better, since I can use that byproduct somewhere

clear citrus
#

I'd say that for the purposes of your calculator running numbers for one chain, a byproducts that's not used is either avoided or ignored.
So for your example, if that's 20 plastic with a byproduct being eaten in the same line, that's better. If it's 20 with no byproduct existing vs 20 with an unused byproduct then the no byproduct option should be chosen imo.
Because from what I gather from this Discord, most players would just sink that 10 unused byproduct so they don't have to worry about using it, and if they want whatever it is have a different factory for it somewhere. But of course the calculator would be ok with showing an unused byproduct when the numbers don't match perfectly like they do in this 20 vs 20 example

#

What say you about the unrelated idea of separating a single resource into multiple inputs based on nodes/belts?

wind spade
#

well sinking something is good for the player

#

they get more points, so that should be better

clear citrus
#

they also use more power, and mehthinks a calaculator should worry more about power than tickets

#

it could also be a setting

#

"give me sinkables" vs "avoid sinkables"

wind spade
#

more power? what if the process that generates the byproduct used less power?

clear citrus
#

I was only comparing power to tickets. Within the chain power's not part of the equation, just resource efficiency. I believe thats what all the calculators already do anyhow

wind spade
#

if they do it, they probably assume all resources are weighted the same

clear citrus
#

I've been using the other calculators while waiting for yours.
far as I've noticed they weight equally, and don't worry about power

wind spade
#

anyway, there's just no way I can make your "just ingore byproducts" attitude work. I've tried to explain why, but I guess I'm bad at explaining stuff

clear citrus
#

it's not ignoring them per say, it's just using a sidebar so that overproduction of on half a recipe isn't a problem

wind spade
#

and again - overproduction is not the issue. Recipe selection is

clear citrus
#

but you told somebody earlier you already have a solution in the works, so I guess you've accounted for that

wind spade
#

I have a solution, it's just very different from your suggested solution and the existing solution and that's why the tool takes so long to rewrite

clear citrus
#

so how are you handling the overproduction of half a recipe, if not sending the excess to an output box?

wind spade
#

I'm not calculating it from the end or from the begining at all

#

I'm passing the whole recicpe list to a linear programming algorithm (simplex method) in a matrix and it outputs the best possible solution optimized for a given variable

clear citrus
#

i don't know what any of that means but you'll still end up with situations where you need 4.2 refineries of one output and 4.8 of the other output (of one recipe), which means making too much of the first part, and have to redirect the excess somewhere

wind spade
#

yes, there may be excess resources

clear citrus
#

...which go to their own output box? Or perhaps you actually include the sink, which is really doing the same thing

wind spade
#

you're talking now about how do I display it as a result?

woeful skiff
#

dang you are basically running prolog in my web browser

clear citrus
#

what to do with the excess of half a recipe (and how to display it) was the starting point of my whole idea

wind spade
#

well from what you said it seemed like you're suggesting that approach during calculation

#

which is what we've been discussing the whole time - why the calculation is so hard since Update 3

#

how do I display the actual result (e.g. if I show it going to sink or if I show it in an extra box or anything like that) is irrelevant to the calculation process

clear citrus
#

the stuff I said about input and output boxes, I was literally just referring to the calculator graphic of a box saying "deliver 120 screws/min because you said you wont' make them in this chain"

wind spade
#

but that's not how the calculator works

#

if it needs 120 screws, it will produce them from raw resources

clear citrus
#

unless you tell it not to

wind spade
#

well yeah, but that's irrelevant here

clear citrus
#

right but what I was saying before was just that you could have your refineries sent hor or plastic or whatever to a box on the side, then make a different box on the side as if it was being delivered. Then the user can compare the numbers to see the excess

#

and your calculator gets to show the chain just using the resources that don't create excess

wind spade
#

... why would I do that? that's essentially showing them a list of recipes and telling them "here, work this out"

clear citrus
#

I mean it's basically just like if they ran a belt outside the plant, down the wall, and back in in front of the machines that need the input

wind spade
#

but not knowing whether it would be enough, excess or exact amount

clear citrus
#

what? no they can see the numbers. Like at the first rmaching the box says you made 200 plastic/min and and the in box it says they need 150

#

so they know they have 50 extra

#

while the hor being made to the exact amount is shown running directly to the next machines

wind spade
#

but they have to do this with every single product

#

which may be over 50 different items

#

why wouldn't the tool do this for them already? and just show them the result?

clear citrus
#

because you were talking about how hard it is to deal with double output recipies and I thought it would be easier for you if you could just send one of the outputs to a sidebar

wind spade
#

but that doesn't deal with them

#

that's just ignoring the byproduct completely

#

(and yes I know you said I could reuse it, but there are loops, so you wouldn't be able to reuse them always and you also couldn't make decisions based on whether you do or don't have a certain byproduct)

clear citrus
#

am I right in thinking that when you talk about loops it's just connecting the end of a manifold back to the beginning

wind spade
#

also it still doesn't change the fact that ALL of the code was written with single product in mind, so you'd still need to rewrite at least most of it to get it working with multiple products.

clear citrus
#

at any rate I just had a theory I thought might make your life easier.
If it doesn't then, well, don't do it.

I wonder though what you feel about the other unrelated idea I had, about seperating a single input resource to multiple inputs based on node output or belt/pipe speed?

wind spade
#

ok, let's see your sidebar idea.

you start at a recipe. That recipe produces a final item and a byproduct X, let's say 20/min. Somewhere down in the chain, you require 50 X/min. Now you need to find a way to get extra 30 X/min from SOMEWHERE and you don't know from where. You can have multiple options to produce X

#

and we can go even deeper. Some of the options to produce X also produce some other byproducts, that you could use in your original production line. But if you'd use them, you'd change the need for X to be higher/lower.

#

all of that needs to be decided basically at the same time, since you want to optimise for lowest amount of resources

#

essentially leaving us to try all options, which can be thousands or even millions of options

#

theoretically even infinite options

clear citrus
#

for a given defined output, how are you to decide if not by minimizing input, or in reverse if given a set input if not by maximizing output?

wind spade
#

I'm not deciding

#

I'm leaving that to the linear programming algorithm

#

and I just show the result

clear citrus
#

but you tell it how to decide, no?
You code it to minimize input or maximize output

wind spade
#

I tell it to optimize for a given variable

#

e.g. optimize for max iron plates

clear citrus
#

right, max output

#

lets not turn this into a programming lesson

#

lol

wind spade
#

I get you're trying to help me, but your solution is impossible to do

#

I can't go through the options and choose the best one myself

clear citrus
#

I never meant to imply that

wind spade
#

well you said that multiple times

#

anyway, I'm not really trying to find the easiest solution

#

that's what most of the existing tools did

#

I'm trying to find the best possible solution for the user

clear citrus
#

which is why you had the only consumption calculator

wind spade
#

that gives him as much control over the result as possible, but still makes the tool do all the work (or at least most of it)

scarlet marsh
#

you dont want to player to have to calculate it

#

thats what the calculator is for

#

greeny has the right idea

#

i guess the questions im not sure how to answer

#

is how are different resources valued?

wind spade
#

well I don't want to spoil too much from the new tool (since stuff still may change), but I essentially let user do the weighting

#

with an option to make all resources equal or set it from the complete map ratios

scarlet marsh
#

thats probably best

nimble knoll
#

I've found the calculator somewhat difficult to read, and it always seems to use the most ridiculous amount of over/underclocking

wind spade
#

I'm still not sure about what should be the default, but it'll be either all equal or weighted map ratios

scarlet marsh
#

it would probably be good to have the total map resource output be selectable as an resource option limit too

#

so user does not have to figure that out

wind spade
#

my calculator never does any under/overclocking @nimble knoll

#

it's up to the user to decide

clear citrus
#

technically speaking, none of the calcuators clock. They just point out that for what you asked you need 3.5 machines

nimble knoll
#

what website is your calculator?

clear citrus
#

personally I just build the 4th

wind spade
scarlet marsh
#

well if you want it to produce at the rate you intend, ofc you need to round up

wind spade
#

I'm working on update 3 now

nimble knoll
#

oh right i used a different one. I guess I'll try yours since i didn't like the other one

wind spade
#

yeah, though if you want update 3, you'd need to wait ๐Ÿ˜ฆ

nimble knoll
#

oh wow your flowchart is so much easier to read

clear citrus
#

Greeny, will your new one do extra things like show how many belts one needs based on the Mk. they have?

wind spade
#

I'm already doing it in the old tool

#

just hover over any arrow in the visualization

clear citrus
#

Never noticed, cool cool

#

Course I haven't opened it since update 4 launched

#

3

wind spade
#

that was there since I added the visualization lol

#

that's almost a year

#

oh yeah the tool is already over a year old

#

I missed it's birthday

#

well I guess party will be next year

clear citrus
#

Understandable. I miss my own birthday sometimes

astral hornet
wind spade
#

if you have one at 100% and one at 33%, it's slightly better to have them both on 67% (saves a bit more power)

#

same as other situations

#

oh, you're using one for input to another building I see

#

then it's only for the screws I guess

astral hornet
#

Oh, that's good to know, thanks! Yeah, the 100/33% one works out too nicely.

wind spade
#

it's very small saving, but if you care about power, it may help you a bit

astral hornet
#

Since I'm still on coal power, I might as well

#

and heck, we're all about efficiency

wind spade
#

only issue is that it's harder to upgrade those setups later if you want to add more machines

#

but it probably isn't your problem right now

astral hornet
#

yeah, this is just a floor for providing some components to a mall and if full, to an item sink

#

so I don't need more output than that

tulip ingot
#

yo what is that program?

uncut pine
#

so how much oil makes a unpure mine? 60 or 124?

#

and with the oil rests, i must use a another machine? to get them out?

glacial hemlock
#

60

ornate zodiac
#

It's best to spread any overclocking over the whole rack, saves more power that way

sharp crow
#

same with underclocking

woeful skiff
#

how does overclocking save power in any circumstance? or was that a typo?

idle vigil
#

just that you should overclock each thing a little instead of one thing a lot, I'm guessing

woeful skiff
#

Oh I just read it wrong.

viral lagoon
dark depot
#

final steel:
4 assemblers for motors
8 assemblers for rotors
10 assemblers for stators
240 steel pipes per min
enough for 3x speed on turbo motors with correct alts

#

at least steel pipes are figured out am i right? ๐Ÿ˜„

left flame
#

Any nice compact layouts for Manufacturer?

vagrant knot
#

@astral hornet what did you use to illustrate that?

astral hornet
vagrant knot
#

Thanks

astral hornet
#

it's a little finicky

#

the splitters/mergers are tiny circles that I drew

vagrant knot
#

Very useful nonetheless, Thanks a bunch ๐Ÿ™‚

astral hornet
#

I set the grid to size 20 and then for some reason when you draw rectangles, it perfectly matches up with Satisfactory sizing

left flame
#

SNAKES!

astral hornet
#

lol that belt looks drunk

left flame
#

can double it up, but still takes 1 and a half blocks

idle vigil
#

@left flame I do that but lower the level of the 4-stack so they're more even

#

so two are going up and two down

vagrant knot
#

iorek, what are you trying to achieve with the belts?

left flame
vagrant knot
#

you want a tidy way to get 4 stacked conveyor lines into the manufacterer?

left flame
#

just a simple manufacture that I can make lines and lines of

#

yes

#

even better if I could fit 2 inside 7 blocks

vagrant knot
#

Ooh

#

I like that more, stacked conveyors down the middle with splitters to conveyor lifts seems very tidy

left flame
#

but its 2 extra bits, a lift at each side that I ned to upgrade at t8

idle vigil
#

just put the stacks along the outside, why down the middle?

left flame
#

tho I think I go past 7 blocks wide when I try to collect at the outsides ๐Ÿ˜ฆ

#

because if I put them on the outside I can only feed 1?

#

and it takes more room?

left flame
#

the roof has no hitbox... so I can keep it inside 7 blocks by hideously clipping through the roof.

dark depot
left flame
#

you need the token single support

#

it will hold!

dark depot
#

never gonna happen and if they add structure integrity this game is dead to me ๐Ÿ˜„

left flame
#

it would be a pretty cool addition tho ๐Ÿ™‚

dark depot
#

make it a mod, keep away from vanilla

left flame
#

since the other one goes down, still 7x3x5

vast copper
#

19200 water, 1 pipe at a time !

dark depot
#

163% what am i referring to pro's?

dark kelp
#

anyone experimenting with load balancing?

wind spade
#

most of the people here use manifolds rather than bother with load balancing

dark kelp
#

manifolds?

#

perhaps im not far enogh in the game haha

#

currently done t4

wind spade
#

just a line of splitters

#
--S--S--S--S--S--S--S
  |  |  |  |  |  |  |
  X  X  X  X  X  X  X
dark kelp
#

oh gotcha, yeah I am doing the same

#

I have 4 input lines for screws.... but they get kinda botched when I try and pull from them

#

so I wanted to let it rebalance in the event only 1 or 2 lines are being pulled from

wind spade
#

well if you're only pulling max of one line, you don't have to rebalance it at all

#

this isn't factorio, you have infinite resources, so there's no point of balancing

dark kelp
#

the issue im having is that I have 4 lines for screws and below that 2 lines for rods... if I have something pull from the rod lines the screw lines go dry pretty quick... so I need to rebalance the screws so that I can pull from them and instead of killing 2 of my screw lines it just runs all 4 at half speed

#

or add a buffer i guess...

wind spade
#

in the end it's all the same

dark kelp
#

well its not though... cause it means if I have something that pulls from only one screw line it gets dried out

wind spade
#

also, you shouldn't use one line for two different things like that ๐Ÿ™‚

#

if the rods are used for screws and you need rods elsewhere, just make new rods

woeful skiff
#

I just dedicate rod constructors to the screw constructors, and have other rod constructors for other places I need rods.

dark kelp
#

yeah I suppose that would work as well XD

woeful skiff
#

oh, yea what greeny said ๐Ÿ˜›

dark kelp
#

I was messing around and getting 3 or 2 lines to self balance is really easy.... but getting 4 lines to self balance is a pain in the ass XD

#

its for a main bus

woeful skiff
#

I don't know why people build busses though. I design my factories to consume a specific X/sec of each thing it needs and I feed it exactly that.

wind spade
#

well I don't build main bus, so ๐Ÿคทโ€โ™‚๏ธ

#

yeah, exactly. I mean main bus works, but it's a lot of unnecessary work and belt building and in the end it has the same (or worse) efficiency

#

and you need to care about all the balancing, amounts on belts, etc.

woeful skiff
#

I definitely build little mini busses inside my factories sometimes.

dark kelp
#

I think it definitely has some disadvantages... but im at the point where ive gathered everything in T4 and I can pull litterally any resource if I needed to make something.... all in one location

#

I just feed the main enterance with raw mats and the rest is manufactured for me

wind spade
#

I usually build a new factory for every new item, somewhere near the nodes I need for it

#

it's easier to extend or copy/paste

#

and you get a clear input/output

dark kelp
#

Lol yeah I hate buildings bunch of mini factories haah

woeful skiff
#

I admit my storage is currently unfortunately scattered, but hypertubes help a lot with that, and I'm holding out until I get trains to build a centralized storage plaza.

dark kelp
#

I bring everything to one location

wind spade
#

I do too. But I ship final products, not raw ores ๐Ÿ™‚

dark kelp
#

Itโ€™s a different play style

vast copper
#

hey gang, can I merge 3 pipes with 200/m each and output 2 pipes with 300/m ?

wind spade
#

yeah definitely.

#

and yeah @vast copper

vast copper
#

great thanks

dark kelp
#

Pipes are convent cause they automatically balance haha

woeful skiff
#

I've been operating under the assumption that if I run a bundle of n pipes together in a pipeline that are interconnected every so often, with attention to where inputs/outputs are relative to those connections, that I could basically treat it like an n x 300 pipe, and so far that's been working okay for me.

vast copper
#

yeah if you "refill" the pipe after a machine has taken some fluid kinda

nimble knoll
#
    10 rotor/m
        50 rod/m
            50 iron/m
        300 screw/m
            75 iron/m
    10 stator/m
        30 steel pipe/m
            45 steel/m
                45 iron ore/m
                45 coal/m
        80 wire/m
            40 copper/m


Total raw input for 5/m:
    180 iron/m
    45 coal/m
    40 copper/m```
#

did i do this right?

clear citrus
#

You made one fatal mistake. You don't have the solid steel alt.
But it looks right otherwise

glacial hemlock
#

You made 3 more mistakes. No iron wires, pure iron and pure coppers

dark kelp
#

not having a recipe is not a mistake

bitter radish
#

you guys doing proper maths and im just here like "ooh, yes, this limestone is made out of limestone"

glacial hemlock
#

NO. Concrete is made of limestone

dark kelp
#

that moment when you gotta build up a peaker plant cause you dont have enough water to supply your base with coal power...

astral hornet
#

Could it be worth it to forego oil processing and build computers with the crystal computer and silicone circuit board alt recipes?

#

You'd need a heck of a lot manufacturers to build the crystal oscillators...

glacial hemlock
#

Caterium computer + silicon circuit boards

astral hornet
#

I haven't set up oil processing yet (or at least plastic/rubber) production yet since update 3. The recipes scare me :p

reef turtle
#

Yeah, I'm starting to poke around with them.

#

There are certainly a lot of options, once you get all the alt recipes.

astral hornet
#

yeah, I have most of them. I should look into the ratios, I guess, because as far as I can tell at the moment, you'll always end up with something left over (either resin or heavy oil residue or fuel)

reef turtle
#

Yeah, that's the part I'm trying to dig into.

astral hornet
#

I'd hate for the solution to simply be "end up with something you can dump in an awesome sink"

reef turtle
#

Indeed.

#

If I may compare this to Factorio, what I very much like about how that game works is, if nothing else, you can ultimately reduce anything to petroleum gas, which is the oil product you need the most.

#

So you don't end up with excess output floating around.

astral hornet
#

e.g. that's what I love about the Uranium Pellet recipe, and I think where they cheated from Factorio a bit: you have to loop back a part of the sulfuric acid to continue the chain.

#

Exactly, oil processing in Factorio is EXTREMELY satisfying to set up

reef turtle
#

The Satisfactory equivalent would be if you could loop anything back to plastic/rubber.

astral hornet
#

or polymer resin for all I care

reef turtle
#

Or, conceivably, to fuel, to burn for power or whatever.

astral hornet
#

but yeah, they mentioned yesterday in the stream that recipes will be rebalanced with future updates, so we're far from done.

#

yeah but the thing is, you can build up extra fuel as well,

#

you can build as much fuel generators as you want, if you're not spending the power it'll just back up as well

reef turtle
#

In the near future I am going to make a visualization of the recipe graph, and just stare at it for a while.

#

Indeed.

#

But everything ultimately backs up. I think the point is to have a system where you can pull any one item out and know that you can get it, without being blocked by some other item's backup.

astral hornet
#

yep

reef turtle
#

And most of the time, with this oil stuff, that means plastic or rubber.

astral hornet
#

that's also why overflow splitters are imo such a needed item.

reef turtle
#

Yes! I have been finding myself greatly wanting these.

#

Especially with the sink.

astral hornet
#

It's the number one upvoted question on the QA site

#

and me saying "copy it from factorio" as top voted answer :p

reef turtle
#

I was musing with myself about how one might make these from the existing tools, but didn't come up with anything sensible.

astral hornet
#

There's a design out there, hold on

reef turtle
#

I did see some comments about how smart splitters almost work, but I think they changed them at some point.

astral hornet
#

yeah, apparently smart splitters used to work like this or so?

reef turtle
#

Ohhh, yes, this, I did indeed consider this approach.

astral hornet
#

Because that would make sense IMO, include that functionality as part of the smart splitter (or programmable splitter though I feel that's quite high up in the tech tree)

reef turtle
#

But my conclusion was that the number of splitters/mergers you'd need to achieve an acceptable loss rate meant it was too unwieldy for the sorts of things I wanted to use it for.

astral hornet
#

Yeah, it's clunky. The post I linked puts 6 in a line, you can get away with less, but it just means a couple more items will "slip through"

reef turtle
#

Yeah, it's just directly "what tax do you want to pay?"

#

You could do it with a single splitter if you were willing to lose a third of your items.

astral hornet
#

heh

glacial hemlock
#

No. There exist a solution where no leftover and no sink is required. For plastic and rubber only

astral hornet
#

Ah, interesting, will look into it

fierce ruin
#

This shit had me going like what the fuck is going on lol

pseudo lance
#

@fierce ruin Me too. xD

glacial hemlock
#

Why in reversed mode?

fierce ruin
#

april fools

glacial hemlock
#

Lol

wind spade
#

I was hacked I guess

#

jk

pseudo lance
#

I was like, "Did the CSS get fouled up? Maybe I need to do a refresh"

wind spade
#

"just wait a say or so and then refresh, probably a cache issue"

pseudo lance
#

Then I thought maybe my video display settings got messed up (because it's possible to rotate your display in your video settings) lol

#

Then I saw the "Disable April mode" button and promptly facepalmed.

wind spade
#

I was considering calling it Australian mode

pseudo lance
#

haha

wind spade
#

but not all Australians have that good sense of humor

#

so this was safer bet

pseudo lance
#

Good call.

lean horizon
#

If you have a miner or anything that's outputting above a single belt's speed, if you split it really close to the miner, will it maintain the higher output speed split into 2 or will the short bit of belt bottleneck the output?

boreal cypress
#

second

wind spade
#

it's still capped by the short belt speed

lean horizon
#

Is there a use to Mk.3 miner's immense output speed when on pure nodes?

wind spade
#

mk5 belt

#

780 ipm

lean horizon
#

I mean yes, i meant it can do even higher, is there a way to use that at all?

wind spade
#

no. Do you need it?

boreal cypress
#

@wind spade do you look at every second in this channel or how can you answer this fast? xD

#

780 is the maximum without mods

wind spade
#

I won't tell my secrets

#

secretly I'm a bot

boreal cypress
#

i thought u dont tell your secrets

wind spade
#

but that's not a secret that I'm a bot

lean horizon
#

I mean not necessarily but i was wondering if there was an in-game use of the fact that thing can output like 1024 a minute

wind spade
#

I'm just secretly a bot

boreal cypress
#

nope, just 780

lean horizon
#

REEE

boreal cypress
#

like the nuclear power plant, its useless to overlock them. on 100% they need 300mยณ/min and pipes can only transport 300mยณ/min

pseudo lance
lean horizon
#

I guess i'll just DIE

boreal cypress
#

why?

lean horizon
#

IDK, i wanna be able to fully use everything

#

like if i wanna overclock my pure mk.3 to god knows what, i wanna throw that somewhere

idle vigil
#

there's always going to be a limit, and mk6 belts will be in tier 8 presumably

shrewd yacht
#

I'm trying to figure out a good way to deal with aluminum scrap to ingots with no alt recipes

#

the 360 out to 240 in is kind of anoying

#

is there any simple ratio I can work with on this?

spice holly
#

2 : 3?

shrewd yacht
#

belt limitations...

wind spade
#

underclock to 67% and do 1:1

spice holly
#

why bother

shrewd yacht
#

it messes with the entire chain

#

the first part is a 3 to 1 ratio perfectly

wind spade
#

then it would be 2 to 1

spice holly
#

just turns 1 scrap refineries on then

#

and do 2 foundries

#

then after you get your sheet, you upgrade the belt

#

and then you turn on your other refinery

shrewd yacht
#

I could use two foundries per refinery and set the foundries to 75%

#

that would split the 360 in two perfectly and give 60/min from each foundry

spice holly
#

you could, i would personally not bother with it and just let the 2nd foundries starve temporarily.

#

then upgrade the belt with the first batch of alu sheet coming out.

#

although now that i think about it, you can still do it with mk4 belt.

#

split the output of the scrap refinery with a mk2 belt

shrewd yacht
#

a mess of splits i guess

spice holly
#

then you get 120x2 from each refinery and put it to the 3rd foundry

#

it's not like you have to merge the 360 from both refineries

shrewd yacht
#

still going to 4.5

#

less messy to just do a split to foundries at 75%

#

no need to merge back in and set one at 50%

spice holly
#

i don't see how it's messy, but up to you.

shrewd yacht
#

also trying to route the silly byproducts to not clog things up

#

I hate splitting and merging

#

manifold is my thing as much as possible

spice holly
#

this is pretty much the same with manifold

#

you just replace a S with a M instead

fierce scaffold
#

hey if you need min 2 water extractors to power 4 coal gens and they each put out 120 if you overclock one extractor to 300 then would that power 4 gens?

spice holly
#

you only need 1.5 for 4 gens actually

fierce scaffold
#

so just overclock to 200% then

#

210% acuall

#

acually*

spice holly
#

1.5 * 100 = 150

#

so actually..

upper thunder
oblique hollow
#

why not share a png

#

it realy isnt that hard

#

file/export as

upper thunder
oblique hollow
#

yep, thats acceptable

#

though just saying "machine" and the oc percent wont work

#

there are alt recipes too

#

next time, add the name of the recipe used

upper thunder
#

ok

#

i only used the normal recipes here

oblique hollow
#

thats ok, but without telling theres no way of knowing. i could analyze the numbers and figure out the recipe from there but thats too much work

pseudo lance
#

Uses 2 Foundries running at 75%

oblique hollow
#

oh wow, now i didnt expect to run into the Floor Plan Master around here

pseudo lance
#

๐Ÿ˜„

#

Wow, that's a big emoticon.

oblique hollow
#

now that i have the chance: great work!

pseudo lance
#

Thanks!

vast copper
oblique hollow
#

jace-us christ

vast copper
#

yeah man

oblique hollow
#

what do you need 19200 mยณ/min of water for

vast copper
#

figuring out the pattern took a day

oblique hollow
#

Nuclear?

vast copper
#

60 turbomotor/min + turbofuel + nuke rod prod

#

with all the good alts

#

not counting water for nuke running

oblique hollow
#

thats a big undertaking and i congratulate you for putting up with that challenge

vast copper
#

yeah at this scale everything becomes complicated ^^

#

but moving forward little by little

shrewd yacht
#

nice work, but to cramped

#

all the pumps overlapping is triggering ๐Ÿ˜›

oblique hollow
#

any clipping in general is triggering, but i can deal with this

#

64 pipes tho

shrewd yacht
#

looks like a massive spine of some kind

#

so many 3x walls as well

oblique hollow
#

the fountain of Turbo

shrewd yacht
#

did you consider future 600 piping @vast copper ?

#

I bet they add some kind of mk2 pipes at some point

oblique hollow
#

whats that, a mod?

shrewd yacht
#

just a guess

oblique hollow
#

no, the future 600 piping

#

whats that supposed to mean is the question

shrewd yacht
#

the current pipes are 300

oblique hollow
#

oh that way

#

i see

spice holly
#

better not to assume

shrewd yacht
#

I bet they add like mk2 extractors for water and oil and so on

spice holly
#

we don't even know if the mk2 pipe is going to be 600

#

they could just fuck us and decide that 480 is a good number for mk2 pipe

shrewd yacht
#

if they do like 450 or som silly number I'm done! ๐Ÿ˜›

oblique hollow
#

it could be 360 lmao

spice holly
#

exactly lmao

vast copper
#

if there's pipe mk 2 then it's update 4, so it means restart I guess

spice holly
#

360, yay it can now support 3 water extractor at 100%

vast copper
#

the pump clipping is the only clipping I get ๐Ÿ˜ฆ

#

I'll show you the rest of the pipe work later

#

it's gigantic, getting all the water from the eastern ocean

shrewd yacht
#

widen the spine by like 2-3 foundations in each direction and you might have enough space for no clipping ๐Ÿ˜›

oblique hollow
#

but saving space is good for keeping an overview

#

wait a minute, how long is your pipeline

vast copper
#

it's 5x5, all sides are covered with elevators for material as well, it's a kind of super spine, wouldn't make it wider, I need the floor space, let me show you

oblique hollow
#

dont tell me its like 30 km

vast copper
#

alright let me show you 2 things : the pipes, and the floors ^^

#

This flor produced FUEL with the diluted Alt

oblique hollow
#

what does one person need this much RAW UNLIMITED POWER for

vast copper
#

well I think I have a 1500 Ref to build for my roadmap

#

that's a lot of MW ^^

oblique hollow
#

ever thought about using liquid trains?

spice holly
#

all this water is just for diluted fuel for power?

vast copper
#

getting 160 wattrer extractors placed manually and perfectly alligned is my greatest achievement this year I guess :p

#

no lol

#

it's for everything except running nukes

spice holly
#

i'm probably going to fall asleep placing the pipes long before i reached that first corner

oblique hollow
#

its for turbofuel

vast copper
#

pure copper, pure caterium etc

spice holly
#

lmao

#

do you like really need pure copper though, how many copper nodes are you planning to use?

shrewd yacht
#

hmm... noticed the wiki still don't have the values for the elevator components in the Awesome Sink...

oblique hollow
#

the wiki is outdated in general, still needs a lot of updates on the new stuff

#

especially liquid and sink stuff

shrewd yacht
#

all other items are in the table I think

spice holly
#

the values are not up-to-date iirc

vast copper
shrewd yacht
#

holy sheet man!

#

you gonna drain the lake with all those ๐Ÿ˜›

vast copper
#

I need 11K copper ingots per min bro

shrewd yacht
#

hope you got a supercomputer

oblique hollow
#

id honestly drop pipes at that point and try trains tbh

vast copper
#

you mean my PC ?

shrewd yacht
#

mine can't handle these big builds

vast copper
#

PC is ok for now ^^ it's a thik boi pc

spice holly
#

yeah so you don't even need pure copper lol

vast copper
#

19200/min would require so many wagons ...

spice holly
#

if you use the other alternate recipe, you can still get 2x the ingots

vast copper
#

and it's too close for trains to be worth it

#

I use pure copper ingots (the one with water)

oblique hollow
#

too close? what distance?

#

1 km?

vast copper
#

let me check the distance on the calc

spice holly
#

so if you use pure copper, you're going to need 5.36 pure copper

#

but if you use the copper alloy, you'll need 6.7 pure copper

vast copper
#

the L shaped highway is 2km

spice holly
#

you'll need 3.35 pure iron too, but you don't need to deal with water, you need less space and power as well.

vast copper
#

everything in the desert is piped or belted, outside the desert will be trains

#

I wanna build a super wall and pretend the desert is our territory / mega fortress, and the more lush biomes are super hostiles

#

you'll need 3.35 pure iron too, but you don't need to deal with water, you need less space and power as well.
@spice holly dealing with the madness is part of the game for me

#

I finished it before and I after nuke you're basicaly done, I don't want to reach that stage too fast

#

this playthrough I go full madlad with the Refs and Alts ^^

boreal cypress
#

have fun with bauxite ... its the most madness :D

shrewd yacht
#

I got alu sheets done today